SW5E Monk 2.0

by Khadarim

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The Monk
Level Proficiency
Bonus
Features Martial
Arts
Focus
Points
Unarmored
Movement
Honed
Strikes
1st +2 Martial Arts, Unarmored Defense d4
2nd +2 Focus, Unarmored Movement, Combo Techniques d4 2 +10 ft. 2
3rd +2 Fighting Style, Deflect Missiles, Monastic Order d4 3 +10 ft. 2
4th +2 Ability Score Improvement, Slow Fall d4 4 +10 ft. 2
5th +3 Extra Attack, Stunning Strike d6 5 +15 ft. 3
6th +3 Enhanced Strikes, Monastic Order feature d6 6 +15 ft. 3
7th +3 Evasion, Stillness of Mind d6 7 +15 ft. 3
8th +3 Ability Score Improvement d6 8 +15 ft. 3
9th +4 Unarmored Movement Improvement, Focus Improvement d8 9 +20 ft. 4
10th +4 Purity of Body, Ability Score Improvement d8 10 +20 ft. 4
11th +4 Monastic Order feature d8 11 +20 ft. 4
12th +4 Ability Score Improvement d8 12 +20 ft. 4
13th +5 Tongue of the Sun and Moon d10 13 +25 ft. 5
14th +5 Diamond Soul d10 14 +25 ft. 5
15th +5 Empty Body, Timeless Body d10 15 +25 ft. 5
16th +5 Ability Score Improvement d10 16 +25 ft. 5
17th +6 Monastic Order feature d12 17 +30 ft. 6
18th +6 Unity of Mind and Soul d12 18 +30 ft. 6
19th +6 Ability Score Improvement d12 19 +30 ft. 6
20th +6 Perfect Self d12 20 +30 ft. 6

Class Features

As a monk, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple blasters, simple vibroweapons, chakrams, techblades
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 vibrodarts

Variant: Starting Wealth

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

Class Funds
Monk 1,000 + 1d4 x 100 cr
CHAPTER 3 | CLASSES

Martial Arts

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don't have the two-handed property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the monk table.
  • You can use Dexterity instead of Strength when making an Athletics check to shove, trip or disarm a creature.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a vibrostaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. You may make an additional unarmed strike with your bonus action at level 9.
Variant: Monks with Lightweapons

If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue.
For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

Unarmored Defense

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

Focus

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table. Your maximum Focus Points is equal to your monk level + your Wisdom or Charisma modifier (your choice).

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

Some of your focus features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:


Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 focus point to make two unarmed strikes as a bonus action. At 9th level, you make three unarmed strikes instead.

Patient Defense

You can spend 1 focus point to take the Dodge action as a bonus action on your turn. At 9th leve you also gain an additional reaction until the start of your next turn.

Step of the Wind

You can spend 1 focus point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. At 9th level, you may make one unarmed strike against a creature if you move at least 10 feet towards that creature. The damage done by this strike is equal to your Martial Arts die.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Combo Techniques

Your devotion to training has allowed you access to secrets of combat that you can apply to your attacks.

Starting at 2nd level, you gain two combo techniques that enhance your unarmed strikes and monk weapons. Your Combo Technique options are detailed at the end of the class description. When you gain certain monk levels, you gain additional Combo Techniques of your choice, as shown in the Combo Techniques column of the monk table.

Additionally, when you gain a level in this class, you can choose one of the Combo Techniques you know and replace it with another Combo Technique that you could learn at that level.

Fighting Style

Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

CHAPTER 3 | CLASSES

Deflect Missiles

Also at 3rd level, you can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

Monastic Order

Lastly at 3rd level, you commit yourself to one monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Debilitating Strike

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt to debilitate your target. Choose one of the following effects:

  • The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • The target must succeed on a Dexterity saving throw or be shocked until the end of your next turn.

Enhanced Strikes

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of focus flowing through you and the union of body and mind makes you immune to disease and poison as well as resistant to acid and necrotic damage.

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the focus of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

Empty Body

Beginning at 15th level, you can use your action to spend 2 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, when you roll for initiative and have no focus points remaining, you regain focus points equal to 2 + your Wisdom or Charisma modifier (your choice).

Timeless Body

Also at 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water and you may remove one level of exhaustion during a short rest if you are able to meditate for 30 minutes without interruption during that rest.

Unity of Mind and Soul

At 18th level, your channeling of focus allows you use one action to remove the blind, deafened, or shocked condition from yourself.

Perfect Self

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. You also become immune to the stunned and paralyzed conditions.

CHAPTER 3 | CLASSES



Combo Techniques

The techniques are presented in alphabetical order. If a technique has prerequisites, you must meet them to learn it. If a technique requires a level, you must be that level in this class to learn the technique. You can learn the technique at the same time you meet its prerequisites. Combo Techniques that require a creature to make a saving throw use the same DC as required by your Focus features.

Crushing Blows
Prerequisites:
Crushing Strike, Monk 7th Level
Whenever you hit a creature suffering from your Crushing Strike, you can spend 2 focus points to give attack rolls against that creature advantage until the start of your next turn.

Crushing Strike
When you score a critical hit, you can spend 1 focus point to give the next attack roll against that creature advantage.

Healing Hands
You can use your unarmed strikes to instead touch a creature, spend 1 focus point and heal the target for your Martial Arts die + your Wisdom or Charisma modifier (your choice).

Heavy Steps
Your movement causes enemies to falter in their stance. If you move more than 15 feet towards a creature prior to attacking, you can spend 1 focus point to gain +2 to hit against the target of your unarmed strikes until the start of your next turn.

Lunging Strikes
You can spend 1 focus point to increase the range of your unarmed strikes by 5 feet until the start of your next turn.

Pressure Points
Prerequisite:
Monk 4th Level
Your critical hit range increases to 19-20 on a d20. You can spend 1 focus point to increase your critical range to 18-20 until the start of your next turn.

Pressure Strikes
Prerequisites:
Pressure Points, Monk 9th Level
You can spend 1 focus point to increase your critical range to 18-20. You can spend additional focus points to increase your critical range further following consecutive hits without a critical strike, to a maximum of 16-20, 1 focus point at a time, until the start of your next turn.

Pummeling Pressure
Prerequisites:
Pressure Strikes, Monk 13th Level
When you land a critical strike with Pressure Strikes active, you can add your proficiency bonus to your damage modifier.

Raking Strike
Whenever you score a critical hit, you can spend 1 focus point to cause the target to bleed profusely. It suffers damage equal to your Martial Arts die at the end of its turn for 1d4 turns. This ability has no effect on droids.

Rolling Thunder
If you move more than 5 feet after making an attack, you can spend 1 focus to gain advantage on your next attack.

Savage Raking
Prerequisites:
Raking Strike, Monk 11th level
When you hit a creature bleeding from your Raking Strikes, you can spend 1 focus point to cause the hit to deal additional damage equal to your Martial Arts die (only once per hit).

Thunder Armor
Prerequisites:
Rolling Thunder, Monk 5th level
When you hit with a successful Rolling Thunder, you can spend 1 focus point to gain bonus to your AC equal to half of your Wisdom or Charisma modifier (rounded up) until the end of your next turn.

Thunderstruck
Presrequisites:
Thunder Armor, Monk 9th level
When an attack misses you while your Thunder Armor is active, you can spend 1 focus point to make an attack of opportunity against the creature that missed you(limit one per turn).

Vaulting Slam
Prerequisites:
Vaulting Strikes, Monk 5th Level
When you make a successful Vaulting Strike, you can spend 2 additional focus points to slam the ground where you land. All creatures within 5 feet of where you land must make a Dexterity saving throw and fall prone on a failure.

CHAPTER 3 | CLASSES

Vaulting Strike
When you hit with an unarmed strike, you can spend 1 focus point to make an Athletics or Acrobatics check (your choice) with a DC of 15. If you succeed, you do additional damage to the target equal to your Strength or Dexterity modifier (your choice) and jump to an unoccupied space within the range of your unarmored movement bonus without provoking attacks of opportunity. If you fail, you take damage equal to your Strength or Dexterity modifier (whichever is higher) and fall prone.

Monastic Orders

Traditions of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

CHAPTER 3 | CLASSES
 

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